Boss housekeeping
This commit is contained in:
@@ -30,6 +30,7 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_KydreeokHead_Prep, Sprite_KydreeokHead_Long)
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Sprite_KydreeokHead_Long:
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@@ -48,7 +49,6 @@ Sprite_KydreeokHead_Long:
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; =========================================================
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print "KydreeokHead_Prep: ", pc
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Sprite_KydreeokHead_Prep:
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{
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PHB : PHK : PLB
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@@ -192,7 +192,6 @@ Sprite_KydreeokHead_Main:
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RTS
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}
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KydreeokHead_SummonFire:
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{
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%MoveTowardPlayer(10)
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@@ -204,55 +203,19 @@ Sprite_KydreeokHead_Main:
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.not_done
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RTS
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}
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}
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KydreeokHead_RotationMove:
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{
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; ; Reset targetting mode
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; LDA.w SprTimerE, X : BNE +
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; STZ.w SprMiscE, X
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; +
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; LDA.w SprMiscE, X : BEQ .continue_move
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; LDA.b #$04
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; JSL Sprite_ApplySpeedTowardsPlayer
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; JSL Sprite_Move
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; JSR MoveWithBody
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; RTS
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; .continue_move
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprYSpeed, X : STA $01
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; JSL Sprite_Move
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JSR KydreeokHead_NeckControl
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JSR MoveWithBody
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JSR RotateHeadUsingSpeedValues
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; JSL GetRandomInt : AND #$7F : BNE .no_independent
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; .no_independent
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RTS
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}
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Sprite_KydreeokHead_Damage_Flash:
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{
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LDA.w SprMiscE, X : BEQ .dontFlash
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; Change the palette to the next in the cycle
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LDA.w SprMiscE, X : INC : CMP.b #$08 : BNE .dontReset
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LDA.b #$00
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.dontReset
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STA.w SprMiscE, X
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BRA .flash
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.dontFlash
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STZ.w SprMiscE, X
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.flash
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RTS
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}
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@@ -279,39 +242,33 @@ CoordinateBasedRotation:
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; Table for X coordinates (based on a radius of 8)
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X_Coords:
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db 8, 11, 8, 3, -4, -9, -12, -9
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db -4, 3, 8, 11, 8, 3, -4, -9
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db 8, 11, 8, 3, -4, -9, -12, -9
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db -4, 3, 8, 11, 8, 3, -4, -9
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; Table for Y coordinates (based on a radius of 8)
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Y_Coords:
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db 0, -3, -8, -11, -15, -15, -11, -8
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db -3, 0, 3, 8, 11, 15, 15, 11
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db 0, -3, -8, -11, -15, -15, -11, -8
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db -3, 0, 3, 8, 11, 15, 15, 11
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; =========================================================
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RotateHeadUsingSpeedValues:
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{
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LDY.w Neck_Index
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LDA.w SprXSpeed, X : CLC : ADC.w XSpeedSin, Y : ASL : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : CLC : ADC.w YSpeedSin, Y : ASL : STA.w SprYSpeed, X
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INY : CPY #$3F : BNE .not_full
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LDY.b #$00
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.not_full
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STY.w Neck_Index
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JSL Sprite_MoveLong
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RTS
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}
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XSpeedSin:
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{
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#XSpeedSin:
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db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
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db 27, 28, 30, 31, 31, 32
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}
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YSpeedSin:
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{
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#YSpeedSin:
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db 32, 32, 31, 31
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db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
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db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
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@@ -331,7 +288,7 @@ YSpeedSin:
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RandomlyAttack:
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{
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JSR Sprite_KydreeokHead_Damage_Flash
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JSL Sprite_DamageFlash_Long
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JSL GetRandomInt : AND #$7F : BNE .no_attack
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CLC
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JSL GetRandomInt : AND #$0F : BNE .no_attack
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@@ -354,16 +311,16 @@ MoveWithBody:
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LDA.w SprX, Y : SEC : SBC #$0F
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STA.w SprMiscA, X
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STA.w $19EA : DEC
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STA.w $19EC : DEC
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STA.w $19EE
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STA.w LeftNeck1_X : DEC
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STA.w LeftNeck2_X : DEC
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STA.w LeftNeck3_X
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; STA.w SprX, X
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LDA.w SprY, Y : SEC : SBC #$0F
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STA.w SprMiscB, X
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STA.w $19EB
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; STA.w $19ED
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; STA.w $19EF
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STA.w LeftNeck1_Y
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; STA.w LeftNeck2_Y
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; STA.w LeftNeck3_Y
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; STA.w SprY, X
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RTS
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@@ -390,29 +347,30 @@ MoveWithBody:
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Neck1_Control:
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{
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; Set head pos
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LDA $19EE : STA.w SprX, X
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LDA $19EF : STA.w SprY, X
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LDA.w LeftNeck3_X : STA.w SprX, X
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LDA.w LeftNeck3_Y : STA.w SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $19EA : STA $02 ; x
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LDA.w $19EB : STA $03 ; y
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LDA.w LeftNeck1_X : STA $02 ; x
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LDA.w LeftNeck1_Y : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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; load body position into sprite position
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LDA.w $19EA : STA.w SprX, X
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LDA.w $19EB : STA.w SprY, X
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LDA.w LeftNeck1_X : STA.w SprX, X
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LDA.w LeftNeck1_Y : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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@@ -420,26 +378,28 @@ Neck1_Control:
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EA
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LDA.w SprY, X : STA.w $19EB
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LDA.w SprX, X : STA.w LeftNeck1_X
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LDA.w SprY, X : STA.w LeftNeck1_Y
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.TooCloseToHead
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; Do body part 2
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LDA.w $19EC : STA $02 ; x
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LDA.w $19ED : STA $03 ; y
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LDA.w LeftNeck2_X : STA $02 ; x
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LDA.w LeftNeck2_Y : STA $03 ; y
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LDA.w $19EA : STA $04
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LDA.w $19EB : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1 ; is body1 too close to the head?
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LDA.w $19EA : STA $04 ; dest X
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LDA.w LeftNeck1_X : STA $04
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LDA.w LeftNeck1_Y : STA $05
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; is body1 too close to the head?
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart1
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LDA.w LeftNeck1_X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19EB : STA $06 ; dest Y
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LDA.w LeftNeck1_Y : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EC : STA.w SprX, X
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LDA.w $19ED : STA.w SprY, X
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LDA.w LeftNeck2_X : STA.w SprX, X
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LDA.w LeftNeck2_Y : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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@@ -447,32 +407,33 @@ Neck1_Control:
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EC
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LDA.w SprY, X : STA.w $19ED
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LDA.w SprX, X : STA.w LeftNeck2_X
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LDA.w SprY, X : STA.w LeftNeck2_Y
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.TooCloseToBodyPart1
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; Do body part 2
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LDA.w $19EE : STA $02 ; x
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LDA.w $19EF : STA $03 ; y
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LDA.w LeftNeck3_X : STA $02 ; x
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LDA.w LeftNeck3_Y : STA $03 ; y
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LDA.w LeftNeck2_X : STA $04
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LDA.w LeftNeck2_Y : STA $05
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LDA.w $19EC : STA $04
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LDA.w $19ED : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2 ; is body1 too close to the head?
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LDA.w $19EC : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $19ED : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $19EE : STA.w SprX, X
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LDA.w $19EF : STA.w SprY, X
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; is body1 too close to the head?
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart2
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LDA.w LeftNeck2_X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w LeftNeck2_Y : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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; load body position into sprite position
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LDA.w LeftNeck3_X : STA.w SprX, X
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LDA.w LeftNeck3_Y : STA.w SprY, X
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LDA #$06
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19EE
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LDA.w SprY, X : STA.w $19EF
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LDA.w SprX, X : STA.w LeftNeck3_X
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LDA.w SprY, X : STA.w LeftNeck3_Y
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.TooCloseToBodyPart2
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LDA.w SprMiscC, X : STA.w SprX, X
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@@ -484,7 +445,6 @@ Neck1_Control:
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Neck2_Control:
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{
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; Set head pos
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LDA $19F4 : STA.w SprX, X
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LDA $19F5 : STA.w SprY, X
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@@ -498,7 +458,7 @@ Neck2_Control:
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead2 ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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@@ -512,8 +472,8 @@ Neck2_Control:
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $19F0
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LDA.w SprY, X : STA.w $19F1
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LDA.w SprX, X : STA.w $19F0
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LDA.w SprY, X : STA.w $19F1
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.TooCloseToHead2
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@@ -522,7 +482,9 @@ Neck2_Control:
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LDA.w $19F0 : STA $04
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LDA.w $19F1 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12 ; is body1 too close to the head?
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; is body1 too close to the head?
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart12
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LDA.w $19F0 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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@@ -587,40 +549,43 @@ KydreeokHead_NeckControl:
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Sprite_KydreeokHead_DrawNeck:
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{
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; Dumb draw neck code
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .neck2
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LDA.w $19EE : STA.w SprCachedX
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||||
LDA.w $19EF : CLC : ADC.b #$06 : STA.w SprCachedY
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||||
LDA.w LeftNeck3_X : STA.w SprCachedX
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||||
LDA.w LeftNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
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JSR DrawNeckPart
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LDA.w $19EC : STA.w SprCachedX
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LDA.w $19ED : STA.w SprCachedY
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||||
LDA.w LeftNeck2_X : STA.w SprCachedX
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||||
LDA.w LeftNeck2_Y : STA.w SprCachedY
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||||
JSR DrawNeckPart
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||||
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LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
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JSR DrawNeckPart
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||||
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||||
LDA.w $19EA : STA.w SprCachedX
|
||||
LDA.w $19EB : SEC : SBC.b #$04 : STA.w SprCachedY
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||||
LDA.w LeftNeck1_X : STA.w SprCachedX
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||||
LDA.w LeftNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
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||||
JSR DrawNeckPart
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||||
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
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||||
JSR DrawNeckPart
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||||
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||||
BRA .skipNeck
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||||
.neck2
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||||
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LDA.w $19F4 : STA.w SprCachedX
|
||||
LDA.w $19F5 : CLC : ADC.b #$06 : STA.w SprCachedY
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||||
LDA.w RightNeck3_X : STA.w SprCachedX
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||||
LDA.w RightNeck3_Y : CLC : ADC.b #$06 : STA.w SprCachedY
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||||
JSR DrawNeckPart
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||||
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||||
LDA.w $19F2 : STA.w SprCachedX
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||||
LDA.w $19F3 : STA.w SprCachedY
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||||
LDA.w RightNeck2_X : STA.w SprCachedX
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||||
LDA.w RightNeck2_Y : STA.w SprCachedY
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||||
JSR DrawNeckPart
|
||||
|
||||
LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
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||||
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LDA.w $19F0 : STA.w SprCachedX
|
||||
LDA.w $19F1 : SEC : SBC.b #$04 : STA.w SprCachedY
|
||||
LDA.w RightNeck1_X : STA.w SprCachedX
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||||
LDA.w RightNeck1_Y : SEC : SBC.b #$04 : STA.w SprCachedY
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||||
JSR DrawNeckPart
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||||
|
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LDA.w SprCachedY : SEC : SBC.b #$0A : STA.w SprCachedY
|
||||
JSR DrawNeckPart
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||||
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@@ -633,29 +598,25 @@ Sprite_KydreeokHead_DrawNeck:
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||||
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DrawNeckPart:
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{
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||||
PHY
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||||
JSL Sprite_PrepOamCoord
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||||
PLY
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||||
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PHY : JSL Sprite_PrepOamCoord : PLY
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REP #$20
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LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
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||||
BCC .on_screen_y2
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||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
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||||
STA $0E
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; Put the sprite out of the way
|
||||
LDA.b #$F0 : STA ($90), Y : STA $0E
|
||||
.on_screen_y2
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||||
INY
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
||||
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y ; Set the Char
|
||||
INY
|
||||
LDA #$39 : ORA $08 : STA ($90), Y ; Set the Properties
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY
|
||||
INY
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -667,8 +628,7 @@ Sprite_KydreeokHead_Draw:
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
LDA.w SprMiscE, X : STA $08
|
||||
LDA.w SprFlash, X : STA $08
|
||||
|
||||
PHX
|
||||
; amount of tiles - 1
|
||||
|
||||
Reference in New Issue
Block a user